Multiple skies for one level?

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Reactor
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Joined: Thu Feb 03, 2011 6:39 pm
Location: Island's Beauty, Hungary

Multiple skies for one level?

Post by Reactor »

This time the question is simple - is it possible for a level to have multiple skies, and make it change after each teleport? I would use it as a real-time teleportation between the different dimensions. The level starts off in the gothic world, then a short interstellar asteroid section with an animated space sky, then an Earth industrial sky, after that, a teleport back to the gothic world. Is it possible to program certain teleports to change the background sky when the player enters?
ZippeyKeys12
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Joined: Wed Jun 15, 2016 2:49 pm

Re: Multiple skies for one level?

Post by ZippeyKeys12 »

[wiki=ChangeSky]ACS[/wiki], run the script after each teleport.
Last edited by ZippeyKeys12 on Wed Nov 15, 2017 12:19 pm, edited 1 time in total.
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Reactor
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Re: Multiple skies for one level?

Post by Reactor »

It's that simple? I thought it's going to be more complicated...
Thanks, fam! :)
Nevander
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Re: Multiple skies for one level?

Post by Nevander »

That's not even a function.
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Reactor
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Re: Multiple skies for one level?

Post by Reactor »

I hope this works with skyboxes.Not that I'll have that many...just in case...
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FFFFRRRR
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Re: Multiple skies for one level?

Post by FFFFRRRR »

If you use your skyboxes by making a box-sector inside the map:
You could change the textures of the skybox-sector, if they are all the same size, with SetLineTexture after each teleport.

I never heard of ChooseSky, and the wiki has 0 information about it.
ZippeyKeys12
Posts: 111
Joined: Wed Jun 15, 2016 2:49 pm

Re: Multiple skies for one level?

Post by ZippeyKeys12 »

Well shit, I'm an idiot :oops:, was typing fast while walking to class and put ChooseSky instead of the obvious ChangeSky. :cry: Serves me right for rushing I guess, sorry for any confusion I caused, I fixed the link in my first post.
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Re: Multiple skies for one level?

Post by Reactor »

No probs, I could locate it anyways :) Thank you for your kind help, it shall certainly make the levels a LOT more interesting (and disorient the player)
Nevander
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Re: Multiple skies for one level?

Post by Nevander »

Has anyone ever made a day night cycle of a particular sky texture, and thus one could use ChangeSky in conjunction with brightness changes via Light_ChangeToValue to create a basic day night cycle for a map?
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Re: Multiple skies for one level?

Post by Reactor »

It's possible via an animation. I remember the first Dune game (Cryo Interactive, not Westwood!), it actually had real-time day-night transition. The easiest way is to create a day version of the actual sky or skybox, then a night version, and add a slow fade animation. Though I really doubt that an average level completion would take THAT long... :D
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